[*] Whoever did the parses at ZOS and said the DPS decrease "overall" would be between 6-11% wasn't truthful or had results presumably skewed by the changes to the raid dummy. Even comparing the inaccurate raid dummy it's still at minimum 11% and generally around 14% with tweaks to what we're using on Live (ignoring the restoration heavy attack 10 second parses we saw posted to Discord). Reducing boss, champion, and bannermen health by (broadly speaking) 10% still isn't enough to outweigh the discrepancy.
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Anyone coming here to ask for additional changes, just turn back. We are 6 days out, that's it.
Any more changes will come in 3 months time.
Interestingly enough, this makes me wonder if they shortened the certification step to make a special last minute build.
It's not so clear at all. These changes could have been made a week ago and we're only being informed now. The change to Empower was shared by Rich on some discord server a few days ago. If there was one thing ZOS submitted to Stadia, there might be multiple such changes that never made it to the PTS but were featured in the upcoming live build.Clearly Stadia certification hasn't prevented further changes so the option to simply delay all combat changes exists, it's simply a question of whether they want to or not.
It's not so clear at all. These changes could have been made a week ago and we're only being informed now. The change to Empower was shared by Rich on some discord server a few days ago. If there was one thing ZOS submitted to Stadia, there might be multiple such changes that never made it to the PTS but were featured in the upcoming live build.
And what about the Noble Duelist set? It was changed when they were to implement non-scaling light and heavy attacks, but they didn't say anything about reverting the changes when they reenabled stat scaling.
Live:
(5 items) When you deal damage with a Light or Heavy Attack in melee range, you add 2681 Weapon and Spell Damage to your Light and Heavy Attacks for 5 seconds. This effect can occur once every 5 seconds.
PTS patch notes:
"This set now increases your damage done with Light and Heavy Attacks against monsters by 2110, rather than increasing their Weapon and Spell Damage scaling (since they don’t have any scaling)."
That's part of my point. While accurate for that one very specific thing, it doesn't tell the whole story. If this patch had seen only 6-11% reduction to total overall DPS, most people probably wouldn't have cared, especially if the same reduction to health on bosses, et al, happened at the time.They didn't say overall damage would be reduced by 6-11% full stop. They said overall damage would be reduced by 6-11% as a result of the changes to Light Attacks specifically.
I'm down around 12%-15% with changes to my build while using the 3m and 6m dummies so that data isn't skewed. I still think some of the bosses could have seen a 10% reduction to health even before the DPS changes in U35, and further reductions for the damage decrease for U35.Personally I'm down well over 20%, which makes the 10% boss hp reduction even more out of touch when their goal is to keep the "same level of challenge" as on live.
I don't know about expectations, specifically, though it's certainly something which could be addressed. I hope that any additions for buffs/debuffs to the dummy happen on both Live and PTS at the same time so that data isn't skewed, possibly outside of a main PTS cycle, or add buffs/debuffs when there isn't a major DPS change happening in order to make the numbers not appear as bad as they really are; e.g. during a chapter release so that massive sweeping changes like U35 won't generally happen so as not to hamper chapter sales. They do themselves a disservice by being sneaky and adding buffs and debuffs to skew data between Live and PTS. Be better than that.I hope, as I gather you do as well, that they set and manage player expectations much better going forward.
I've said it before, but Update 35, even in its last week of PTS, is going to cause the end game scene to haemorrhage. I've spoken to a number of people from some of the highest end groups who are preparing to make the move to WoW or FFXIV. It's already hard for end game raiding groups to raid regularly. One group I joined a while back hasn't raided now for a couple months. Another stopped doing trifecta runs a few months ago as well, due to lack of available bodies to attend.
If the core idea of Update 35 is the raise end game to the ground and start over, then it's perfect. If you want a raiding community after the patch which is capable of clearing the newer trials' hard modes, then you need to address these trials and stop ignoring the feedback for specific content (especially the feedback given during their PTS cycles).
A few final notes:
- Taleria's damage on hard mode (Maelstrom, Wound, Matron's Frost Bolt, etc.) needs to be reduced by around 10% and health should be reduced to under 170M.
- Xalvakka's health on hard mode needs to be reduced to under 200M and increase the duration you have on each stage.
- Not enough has been done to address or mitigate the healing loss despite questions being asked fairly frequently, ZOS has seemingly focused more on the DPS side of the game as usual. We get it, HPS values is absurd. 80% of HPS in this game is counted as overheal. But most ground based heals are capped to 6 people, which means that someone (i.e. the tank) who should get heals might not; further made worse by the fact that you increased the gap in ticks for some heals while leaving others at 1 second, but from what I can see things like Ring of Preservation now no longer tick for under 1 second, though there are a few enemy sourced attacks which tick at intervals lower than 1 second. Please make all enemy sourced abilities tick a minimum frequency of 1 second.
To re-address some of my original commentary:
- Whoever did the parses at ZOS and said the DPS decrease "overall" would be between 6-11% wasn't truthful or had results presumably skewed by the changes to the raid dummy. Even comparing the inaccurate raid dummy it's still at minimum 11% and generally around 14% with tweaks to what we're using on Live (ignoring the restoration heavy attack 10 second parses we saw posted to Discord). Reducing boss, champion, and bannermen health by (broadly speaking) 10% still isn't enough to outweigh the discrepancy.
- The trial dummy shouldn't have been given the added buffs and debuffs going into a patch with fundamentally game-altering DPS changes as the difference in DPS has been skewed, which also had conspiracy theorists shouting from the rooftops that you were fully aware of how this would be perceived and you did it anyway (and then you added EC as well). Please learn from this.
How much are you willing to put on that bet? It may well be the case. Some peope I know who took a break 2+ years ago came back, but they play it considerably less seriously than they did before they took the break and haven't pushed to get back into end game. Point still stands. The changes only hurt end game raiding, as well as getting into end game raiding, it doesn't make it more accessible.francesinhalover wrote: »I bet 80% of those players will come back.
I would say for a great number of people in end game raiding, it's the combat. Something which will take a hit with U35. But there are many reasons, even down to aesthetics; some people just don't like the look of FFXIV.francesinhalover wrote: »Why did they play eso and not final fantasy? final fantasy released in 2010 after all.
ESO_Nightingale wrote: »here's hoping 36 isn't like this catastrophe.
ZOS_GinaBruno wrote: »Hi everyone,
In preparation for next week’s PC launch of Update 35, we wanted to let you know about a couple additional combat changes we are planning to make.
First, the Empower buff will no longer apply its bonus to partially charged Heavy Attacks. This change was made to prevent a situation where "medium attack weaving" could become a leading damage producing playstyle; these attacks are generally made by error rather than intentionally , as they are harder to do than a Light Attack or Fully-Charged Heavy Attack.
Additionally, we are reducing the damage from the final hit of restoration heavy attacks by approximately 27% and increasing the amount of Magicka restored by 10%. We’re taking out some of the raw power from this weapon type to prevent it from becoming a dominant damage producing weapon, and instead moving its focus of this attack type to be on the Recovery side of things.
Hope this helps give a bit more visibility into what’s coming up.
ZOS_GinaBruno wrote: »these attacks are generally made by error rather than intentionally , as they are harder to do